Sunday, July 16, 2017
again...welcome back to war! mercury chloride is very high toxic on the solid form (you can carry solid espheres anywhere) , 0.2-0.4g fatal dose, however if evaporate on heat, (imagine you do that inside the airport...) it creates very dangerouse vapours , a very high toxic cloud. as dangerouse as sarin
Saturday, July 15, 2017
well Mossad it's called "liquid" metal because the alloys retain the amorphous characteristics of liquids, but not crystallizing, another liquid US Intelligence Community able to penetrate tanks is galium..., because it crystalizes at hot temperatures, and bullets reach 90F when shooted Central Intelligence Agency (CIA), so if the bullet has on the slug some galium, it will get solid before it hits the target DEBKAfile
US 20090025834 A1
"this invention was made with United States Government support under ONR Grant No. N00014-01-1-0961, awarded by the Defense Advanced Research Projects Agency/Office of Naval Research. The United States Government has certain rights in the invention." ..."2) building structures, 3) armor penetrators, armor penetrating projectiles.."
Friday, July 14, 2017
Fusing of AP shells in battleship guns & Time of flight input
Fusing of AP shells in battleship guns
Did any one every try fuses which depended on a time-of-flight input ?
It seems to me that if a shell contacts the target toward the end of
its flight, in a plunging trajectory, then it is more likely to
contact the deck armor and plunge through the depth of the ship.
Ideally it would go clean through bottom of the hull and hole the
boat, giving torpedo-like effectiveness. A long delay fuse would be
better for this.
If the shell strikes the ship early in its trajectory, then it is more
likely to strike the side armor. A short delay fuse which sets off the
charge within the guts of the ship would be more useful than a long
delay which allowed the shell to penetrate the width of the ship.
To do this, the shell would have to have two fuses, with the handover
between the two fuses set to occur by elapsed seconds after leaving
the gun.
In fact this was accomplished by using a base fuzed shell which
exploded after a timed period from hitting the armour, This
is much easier to manage that having to set fuze delays continually
as the range changes. The magic bullet for destroying a ship is
not punching a 16" hole in the bottom then setting of a 50lb HE
charge in the water. Its much more effective to penetrate the
magazines and explode there which will completely destroy the
vessel. See Hood, Arizona , Roma etc
High explosive shells were designed to explode on contact
and used a noze fuze with a short delay and were useful against
unarmoured ships and to wreck the upperworks, directors
and radars of an armoured ship.
Apparently the German shells were better at penetration so they must
have haad some more suitable device to the RN's. There again we always
seemed to send out rowing boats out against their battleships.
It is surprising we won, isn't it.
Different fuze type entirely.
Shell fuzes were used a striker and pyrotechnic train and were very
reliable,
slightly higher penetration but this was offset to a great
degree by the better performance of British armour
Hood had thin deck armour that was not adequate to protect against plunging
fire which is why she was trying to close the range when hit.
"I seem to recall the pyrotechnic delay times in the 38 cm naval Bdz 38 was
.035 second. The BdZ 38 eV base fuzes for 20,3cm and 28cm AP and base fuzed
HE could be set to 0 delay, .015 second, or .035 second. There were a number
of base fuzes used in coastal battery ammunition which were marked KV and
these usually had a set .015 delay.
One thing I should add, even when set to 0 delay, there is still a finite
time between impact and fuze action in inertial type base fuzes; the time
delay figures are for the pyrotechnic element only, as far as I know."
Impossible to accurately enough predict, because
until the shell has been fired, the time-of-flight
is varying.
Where, iirc, the AP fuze delay is measured in thousands of a second
While that is certainly true in the context of this
discussion, a time fuse was available for USN and RN
nose-fused battleship projectiles. Navweaps says the USN
ones were intended for AA, actual usage was for AP (from
memory, not Navweaps). Proximity fusing would have made them
obsolescent.
Aside from AA, which would absolutely require it until the development
of proximity fuzes, the only reason for it would be range safety. 'Do
not arm until x seconds after launch' to prevent damage to the ship.
As a premature that would damage the ship seems impossible, I really
doubt they would bother. Everything would be impact fuzed, with a
slight delay for armor piercing rounds.
http://sci.military.naval.narkive.com/zV2JZ5yJ/fusing-of-ap-shells-in-battleship-guns-time-of-flight-input
Did any one every try fuses which depended on a time-of-flight input ?
It seems to me that if a shell contacts the target toward the end of
its flight, in a plunging trajectory, then it is more likely to
contact the deck armor and plunge through the depth of the ship.
Ideally it would go clean through bottom of the hull and hole the
boat, giving torpedo-like effectiveness. A long delay fuse would be
better for this.
If the shell strikes the ship early in its trajectory, then it is more
likely to strike the side armor. A short delay fuse which sets off the
charge within the guts of the ship would be more useful than a long
delay which allowed the shell to penetrate the width of the ship.
To do this, the shell would have to have two fuses, with the handover
between the two fuses set to occur by elapsed seconds after leaving
the gun.
In fact this was accomplished by using a base fuzed shell which
exploded after a timed period from hitting the armour, This
is much easier to manage that having to set fuze delays continually
as the range changes. The magic bullet for destroying a ship is
not punching a 16" hole in the bottom then setting of a 50lb HE
charge in the water. Its much more effective to penetrate the
magazines and explode there which will completely destroy the
vessel. See Hood, Arizona , Roma etc
High explosive shells were designed to explode on contact
and used a noze fuze with a short delay and were useful against
unarmoured ships and to wreck the upperworks, directors
and radars of an armoured ship.
Apparently the German shells were better at penetration so they must
have haad some more suitable device to the RN's. There again we always
seemed to send out rowing boats out against their battleships.
It is surprising we won, isn't it.
Different fuze type entirely.
Shell fuzes were used a striker and pyrotechnic train and were very
reliable,
...
German guns used a higher muzzle velocity which gave them aslightly higher penetration but this was offset to a great
degree by the better performance of British armour
Hood had thin deck armour that was not adequate to protect against plunging
fire which is why she was trying to close the range when hit.
"I seem to recall the pyrotechnic delay times in the 38 cm naval Bdz 38 was
.035 second. The BdZ 38 eV base fuzes for 20,3cm and 28cm AP and base fuzed
HE could be set to 0 delay, .015 second, or .035 second. There were a number
of base fuzes used in coastal battery ammunition which were marked KV and
these usually had a set .015 delay.
One thing I should add, even when set to 0 delay, there is still a finite
time between impact and fuze action in inertial type base fuzes; the time
delay figures are for the pyrotechnic element only, as far as I know."
Post by M***@hotmail.com
Did any one every try fuses which depended on a time-of-flight input ?
I really doubt that anyone tried that.Did any one every try fuses which depended on a time-of-flight input ?
Impossible to accurately enough predict, because
until the shell has been fired, the time-of-flight
is varying.
Where, iirc, the AP fuze delay is measured in thousands of a second
While that is certainly true in the context of this
discussion, a time fuse was available for USN and RN
nose-fused battleship projectiles. Navweaps says the USN
ones were intended for AA, actual usage was for AP (from
memory, not Navweaps). Proximity fusing would have made them
obsolescent.
Aside from AA, which would absolutely require it until the development
of proximity fuzes, the only reason for it would be range safety. 'Do
not arm until x seconds after launch' to prevent damage to the ship.
As a premature that would damage the ship seems impossible, I really
doubt they would bother. Everything would be impact fuzed, with a
slight delay for armor piercing rounds.
http://sci.military.naval.narkive.com/zV2JZ5yJ/fusing-of-ap-shells-in-battleship-guns-time-of-flight-input
Thursday, July 13, 2017
http://iase.disa.mil/pki-pke/Pages/sha-256.aspx
| |
|
|
I'm not saying is military grade...but I'm almost certain its the NSA phones
This plugin will allow you to encrypt data with RSA algorythm in an Ajax request (client side) and decrypt in PHP (server side).
IMPORTANT: Unfortunately, this plugin does not provide a foolproof method against hacks
ONLINE DEMONSTRATION
How to use it ?
Downloads
Here are 3 downloads necessary to use AJAXRSA with Construct 2 :
RSA Keys Generator
Download and dezip the folder.
Execute the «index.exe».
(size: 18 Mo)
Execute the «index.exe».
(size: 18 Mo)
Plugin Construct 2
Download, dezip and put the folder called «ajaxrsa».
in the Construct 2 Plugin folder.
(size: 10 Ko)
in the Construct 2 Plugin folder.
(size: 10 Ko)
PHP Library and Demo
Download and dezip the folder.
You will obtain 2 folders et 1 example script.
(size: 143 Ko)
You will obtain 2 folders et 1 example script.
(size: 143 Ko)
RSA Keys
In first, you will need two keys : Public Key and Private Key
Launch the RSA Keys Generator (search an executable called «index.exe»).
You get this :
Launch the RSA Keys Generator (search an executable called «index.exe»).
You get this :
Construct 2 Plugin
Make sure your folder «ajaxrsa» is present in the Construct 2 Plugins folder.
C:/Program Files/Construct 2/exporters/html5/plugins/ajaxrsa/
C:/Program Files/Construct 2/exporters/html5/plugins/ajaxrsa/
Launch Construct 2, create a new project, add new object : AJAX-RSA.
Now, open your Event Sheet to add the following Events/Actions :
PHP Library & Demo
On server side, make sure your folders «Crypt» and «Math» are in the same folder.
Below, the demo script to process the data server side:
Below, the demo script to process the data server side:
// Use it for local preview (localhost:50000)
// See : https://www.scirra.com/manual/107/ajax
//header('Access-Control-Allow-Origin: * ');
ini_set("display_errors", 0);
session_start(); // Need session to store Token
require_once('Crypt/RSA.php'); // Math folders must be the same level as the folder Crypt
// IMPORTANT : Keep the complete syntax and the jump lines for Private Key
define("KEY_PRIVATE", "-----BEGIN RSA PRIVATE KEY-----
MIIBOgIBAAJBAMrXPEVu4LxhOUvV2mreOoHIchPlJYgvRdpqkBd6t2sD7SM02DqP
n89eSj+oqG1ZR+l7Yj1SMCZMrav6257UivMCAwEAAQJAHHwerKl7dI46sO72iJdt
+UJ1iAcKlECp5e2dD+Rd1EXYNfIH26AyprDRXNTRoTYidiVaUH1Z8NxifWagf36j
gQIhAOKOTxjSwgDIWQxoMxw2AL8AAGF3g4uWXgRZKp4f9QghAiEA5TPn1H/j7AQW
NTW7WmM6PjV/Xdl0YI4y2OUTdw2E4JMCIQCvYFJCeQPM70pfnFnUQMmbETk6OfYO
nDvzScL/3OUlgQIgZop6RU+SIJ0Tcmq/jwilnf9BJDONJUV46iBSPQkHUZECIAnE
byHHtgYokdOrheh+O1FWUtq5q/xq28TR+tHUFa1i
-----END RSA PRIVATE KEY-----");
// Function to decrypt data
function decrypt($data) {
$rsa = new Crypt_RSA();
$rsa->setEncryptionMode(CRYPT_RSA_ENCRYPTION_PKCS1);
$rsa->loadKey(KEY_PRIVATE, CRYPT_RSA_PRIVATE_FORMAT_PKCS1);
$s = new Math_BigInteger($data, 16);
return $rsa->decrypt($s->toBytes());
}
$arr_data = array(); // Array where we will store our data
// Check if the Ajax Request come from the game folder
// example : http://www.domain.com/folderGame/ or http://www.domain.com/folderGame/index.html
if(isset($_SERVER['HTTP_REFERER'])
&& ($_SERVER['HTTP_REFERER']=="http://www.payondev.fr/projet/ajaxrsa/demonstration/"
|| $_SERVER['HTTP_REFERER']=="http://www.payondev.fr/projet/ajaxrsa/demonstration/index.html"))
{
// If "Post to URL"
if(isset($HTTP_POST_VARS[d])) $data = $HTTP_POST_VARS[d];
// If "Request URL"
if(isset($HTTP_GET_VARS[d])) $data = $HTTP_GET_VARS[d];
if(trim($data, " \t\n\r")!="")
{
// Decrypt Data
$decrypted_data = utf8_decode(decrypt($data));
parse_str($decrypted_data, $arr_data);
// Check if there is a data called "token"
if(isset($arr_data['token']) && trim($arr_data['token'], " \t\n\r")!="")
{
// Check if token exist (get key if exist)
if( ($k = array_search($arr_data['token'], $_SESSION['token'])) !== FALSE )
{
// Remove current token (expired or not)
unset($_SESSION['token'][$k]);
$expiration = explode("_", $arr_data['token']);
$delayToken = time() - $expiration[1];
if($delayToken<=2)
{
// *******************************************************************
// ************************ YOUR CODE HERE ***************************
// *******************************************************************
// EX : www.domain.com/index.php?player=Vincent&score=150&token=123abc...
// $arr_data["player"] = "Vincent";
// $arr_data["score"] = "150";
// $arr_data["token"] = "123abc...";
foreach($arr_data as $key => $value) echo $key .": ". $value." ";
}else{ echo "Error : Token Expired"; }
}else{ echo "Error : Invalid Token"; }
}else{ echo "Error : Token missing"; }
}else{
// If no data in URL, generate Token and return it
$token = md5(rand(1000, 999999));
echo $_SESSION['token'][] = $token."_".time();
}
}else{ echo "Error : It's not a call from the game"; }
Of course, the use of Tokens (either side Construct 2 or PHP) is not mandatory but recommended for browser games.
Tuesday, July 11, 2017
Subscribe to:
Posts (Atom)